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-rw-r--r--src/GPU3D_OpenGL43.cpp87
-rw-r--r--src/libui_sdl/main.cpp5
2 files changed, 12 insertions, 80 deletions
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index b3e0856..e76db7f 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -737,79 +737,6 @@ bool InitGLExtensions()
return true;
}
-bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
-{
- int len;
- int res;
-
- ids[0] = glCreateShader(GL_VERTEX_SHADER);
- len = strlen(vs);
- glShaderSource(ids[0], 1, &vs, &len);
- glCompileShader(ids[0]);
-
- glGetShaderiv(ids[0], GL_COMPILE_STATUS, &res);
- if (res != GL_TRUE)
- {
- glGetShaderiv(ids[0], GL_INFO_LOG_LENGTH, &res);
- if (res < 1) res = 1024;
- char* log = new char[res+1];
- glGetShaderInfoLog(ids[0], res+1, NULL, log);
- printf("OpenGL: failed to compile vertex shader %s: %s\n", name, log);
- printf("shader source:\n--\n%s\n--\n", vs);
- delete[] log;
-
- glDeleteShader(ids[0]);
-
- return false;
- }
-
- ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
- len = strlen(fs);
- glShaderSource(ids[1], 1, &fs, &len);
- glCompileShader(ids[1]);
-
- glGetShaderiv(ids[1], GL_COMPILE_STATUS, &res);
- if (res != GL_TRUE)
- {
- glGetShaderiv(ids[1], GL_INFO_LOG_LENGTH, &res);
- if (res < 1) res = 1024;
- char* log = new char[res+1];
- glGetShaderInfoLog(ids[1], res+1, NULL, log);
- printf("OpenGL: failed to compile fragment shader %s: %s\n", name, log);
- //printf("shader source:\n--\n%s\n--\n", fs);
- delete[] log;
-
- glDeleteShader(ids[0]);
- glDeleteShader(ids[1]);
-
- return false;
- }
-
- ids[2] = glCreateProgram();
- glAttachShader(ids[2], ids[0]);
- glAttachShader(ids[2], ids[1]);
- glLinkProgram(ids[2]);
-
- glGetProgramiv(ids[2], GL_LINK_STATUS, &res);
- if (res != GL_TRUE)
- {
- glGetProgramiv(ids[2], GL_INFO_LOG_LENGTH, &res);
- if (res < 1) res = 1024;
- char* log = new char[res+1];
- glGetProgramInfoLog(ids[2], res+1, NULL, log);
- printf("OpenGL: failed to link program %s: %s\n", name, log);
- delete[] log;
-
- glDeleteShader(ids[0]);
- glDeleteShader(ids[1]);
- glDeleteProgram(ids[2]);
-
- return false;
- }
-
- return true;
-}
-
bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
{
char shadername[32];
@@ -831,7 +758,7 @@ bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
strcpy(&fsbuf[headerlen], kRenderFSCommon);
strcpy(&fsbuf[headerlen + fsclen], fs);
- bool ret = BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
+ bool ret = OpenGL_BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
delete[] vsbuf;
delete[] fsbuf;
@@ -881,7 +808,7 @@ bool Init()
glClearDepth(1.0);
- if (!BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
+ if (!OpenGL_BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
return false;
memset(RenderShader, 0, sizeof(RenderShader));
@@ -1049,8 +976,6 @@ void SetScale(int scale)
ScreenW = 256 << scale;
ScreenH = 192 << scale;
- glViewport(0, 0, ScreenW, ScreenH);
-
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
@@ -1386,7 +1311,7 @@ void VCount144()
}
void RenderFrame()
-{return;
+{
ShaderConfig.uScreenSize[0] = ScreenW;
ShaderConfig.uScreenSize[1] = ScreenH;
ShaderConfig.uDispCnt = RenderDispCnt;
@@ -1441,6 +1366,10 @@ void RenderFrame()
}
glDisable(GL_SCISSOR_TEST);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+
+ glViewport(0, 0, ScreenW, ScreenH);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
glDisable(GL_BLEND);
@@ -1545,7 +1474,7 @@ void RenderFrame()
u32* GetLine(int line)
{
int stride = 256 << (ScaleFactor*2);
-return &Framebuffer[stride * line];
+
if (!ChunkedRendering)
{
if (line == 0)
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index dc67bb2..4d3cf64 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -333,14 +333,16 @@ void GLDrawing_DrawScreen()
}
glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glViewport(0, 0, WindowWidth, WindowHeight);
OpenGL_UseShaderProgram(GL_ScreenShader);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glClearColor(0, 1, 0, 1);
+ glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
int frontbuf = GPU::FrontBuffer;
@@ -353,6 +355,7 @@ void GLDrawing_DrawScreen()
glBindVertexArray(GL_ScreenVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
+ glFlush();
uiGLSwapBuffers(GLContext);
uiAreaQueueRedrawAll(MainDrawArea);
}